﻿<?xml version="1.0"?>
<doc>
<assembly>
<name>
GdiGaming
</name>
</assembly>
<members>
<member name="E:GdiGaming.GameEngine.FrameComplete">
	<summary>
 Occurs once per frame after the frame has been drawn and any wait time has elapsed.
 </summary>
	<remarks></remarks>
</member><member name="E:GdiGaming.GameEngine.GameLoop">
	<summary>
 Occurs once per frame after all drawing but before any wait time.
 </summary>
	<remarks></remarks>
</member><member name="E:GdiGaming.GameEngine.GamePaused">
	<summary>
 Occurs when an active game is paused.
 </summary>
	<remarks></remarks>
</member><member name="E:GdiGaming.GameEngine.GameResumed">
	<summary>
 Occurs when a paused game is resumed.
 </summary>
	<remarks></remarks>
</member><member name="E:GdiGaming.GameEngine.GameStarted">
	<summary>
 Occurs when a stopped game is started.
 </summary>
	<remarks></remarks>
</member><member name="E:GdiGaming.GameEngine.GameStopped">
	<summary>
 Occurs when the current frame is finished, after a call to EndGame.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.Audio">
	<summary>
 Gets the active GameAudio instance for this game, which provides access to playing sounds and music.
 </summary>
	<value></value>
	<returns>The current GameAudio instance for this game.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.Canvas">
	<summary>
 Gets or sets the RenderCanvas control responsible for drawing the GameEngine image buffers.
 </summary>
	<value>Sets the RenderCanvas to be used by the GameEngine.</value>
	<returns>Gets the RenderCanvas used by the GameEngine.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.ContainerControl">
	<summary>
 Gets or sets the parent control (typically a Form) hosting this GameEngine.
 </summary>
	<value>Sets the parent control for the GameEngine.</value>
	<returns>Gets the parent control of the GameEngine.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.CurrentScene">
	<summary>
 Gets the GameEngines current GameScene instance specified by the CurrentSceneName property value.
 </summary>
	<value></value>
	<returns>The current GameScene instance, or Nothing (Null) if the CurrentSceneName property is not set.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.CurrentSceneName">
	<summary>
 The name of the active GameScene for this game. Must be the name of a GameScene added to
 the GameEngine.Scenes collection.
 </summary>
	<value>Sets the name of the current GameScene.</value>
	<returns>Gets the name of the current GameScene.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.EngineState">
	<summary>
 Gets the operational state of the GameEngine.
 </summary>
	<value></value>
	<returns>The operational state of the GameEngine.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.FrameRate">
	<summary>
 Gets the actual frame rate for the game as of the last frame.
 </summary>
	<value></value>
	<returns>The game frame rate as of the last frame.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.IsEndGamePending">
	<summary>
 Indicates that the EndGame method has been called, but execution of the current game loop iteration has not yet completed.
 </summary>
	<value></value>
	<returns>True if the game is ending, otherwise false.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.IsRunningSlow">
	<summary>
 Indicates if the game is currently running at less that 80% of the target frame rate.
 </summary>
	<value></value>
	<returns>True if the game is running slowly, otherwise false.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.Input">
	<summary>
 Gets the active GameInput instance for this GameEngine, providing access to mouse and keyboard input information.
 </summary>
	<value></value>
	<returns>The current GameInput instance for this GameEngine.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.TargetFrameRate">
	<summary>
 Gets or sets the desired frame rate. This value should be left at 30.0.
 </summary>
	<value>Sets the target frame rate.</value>
	<returns>Gets the target frame rate.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.Resources">
	<summary>
 Gets the active AssetManager for this GameEngine. The AssetManager handles loading and caching
 resources. Assets should normally be requested from the CurrentScene and not from the AssetManager
 directly. Use the AssetManager to manually add assets to the game at run-time.
 </summary>
	<value></value>
	<returns>The active AssetManager instance for this GameEngine.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.Scenes">
	<summary>
 Contains the collection of GameScene objects which make up this game.
 </summary>
	<value></value>
	<returns>The collection of GameScene objects which make up this game.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameEngine.Time">
	<summary>
 Gets the active GameTime instance for this GameEngine, providing access to the last frame time
 as well as elapsed real time and elapsed game time.
 </summary>
	<value></value>
	<returns>The active GameTime instance for this GameEngine.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameEngine.EndGame">
	<summary>
 Signals the current game to end.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameEngine.PauseGame">
	<summary>
 Pauses the running game.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameEngine.StartGame">
	<summary>
 Starts the game from the beginning if it is stopped, or unpauses the game if it is paused.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameEngine">
	<summary>
 The primary GdiGaming API component responsible for executing the game loop and managing the game.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.AssetManager.AssetFolderName">
	<summary>
 The name of the projects Asset folder.  This value is "Assets" by default.
 </summary>
	<value>Sets the name of the Asset folder.</value>
	<returns>Gets the name of the Asset folder.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.AssetManager.GameDataFile">
	<summary>
 The name of the .cfg data file containing global game data to be loaded when the game starts.
 </summary>
	<value>Sets the name of the data file.</value>
	<returns>Gets the name of the data file.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.GetAudioAsset(System.String)">
	<summary>
 Gets the file path to an audio asset with the specified assetName.
 </summary>
	<param name="assetName">The name of the audio asset whose URI should be returned.</param>
	<returns>A System.URI containing the path to the audio asset.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.GetImageAsset(System.String)">
	<summary>
 Gets the Bitmap instance for an image asset with the specified assetName.
 </summary>
	<param name="assetName">The name of the image asset Bitmap to return.</param>
	<returns>The Bitmap for this image asset.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.GetFlagAsset(System.String)">
	<summary>
 Gets the boolean value for the flag asset with the specified assetName.
 </summary>
	<param name="assetName">The name of the asset to return.</param>
	<returns>The value of the specified asset.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.GetIntegerAsset(System.String)">
	<summary>
 Gets the integer value for the asset with the specified assetName.
 </summary>
	<param name="assetName">The name of the asset to return.</param>
	<returns>The value of the specified asset.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.GetSingleAsset(System.String)">
	<summary>
 Gets the single value for the asset with the specified assetName.
 </summary>
	<param name="assetName">The name of the asset to return.</param>
	<returns>The value of the specified asset.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.GetStringAsset(System.String)">
	<summary>
 Gets the string value for the asset with the specified assetName.
 </summary>
	<param name="assetName">The name of the asset to return.</param>
	<returns>The value of the specified asset.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.GetAsset``1(System.String)">
	<summary>
 Gets the value for the asset with the specified assetName.
 </summary>
	<param name="assetName">The name of the asset to return.</param>
	<returns>The value of the specified asset.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.SetAudioAsset(System.String,System.Uri)">
	<summary>
 Adds an audio asset the cache, or replaces the existing if the specified assetName exists.
 </summary>
	<param name="assetName">The name of the asset to add or replace.</param>
	<param name="assetValue">The asset to add or replace.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.SetImageAsset(System.String,System.Drawing.Bitmap)">
	<summary>
 Adds an image asset the cache, or replaces the existing if the specified assetName exists.
 </summary>
	<param name="assetName">The name of the asset to add or replace.</param>
	<param name="assetValue">The asset to add or replace.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.SetFlagAsset(System.String,System.Boolean)">
	<summary>
 Adds a flag (boolean) asset the cache, or replaces the existing if the specified assetName exists.
 </summary>
	<param name="assetName">The name of the asset to add or replace.</param>
	<param name="assetValue">The asset to add or replace.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.SetIntegerAsset(System.String,System.Int32)">
	<summary>
 Adds an integer asset the cache, or replaces the existing if the specified assetName exists.
 </summary>
	<param name="assetName">The name of the asset to add or replace.</param>
	<param name="assetValue">The asset to add or replace.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.SetSingleAsset(System.String,System.Single)">
	<summary>
 Adds a single asset the cache, or replaces the existing if the specified assetName exists.
 </summary>
	<param name="assetName">The name of the asset to add or replace.</param>
	<param name="assetValue">The asset to add or replace.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.SetStringAsset(System.String,System.String)">
	<summary>
 Adds a string asset the cache, or replaces the existing if the specified assetName exists.
 </summary>
	<param name="assetName">The name of the asset to add or replace.</param>
	<param name="assetValue">The asset to add or replace.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.AssetManager.SetAsset``1(System.String,``0)">
	<summary>
 Adds an asset of type T the cache, or replaces the existing if the specified assetName exists.
 </summary>
	<param name="assetName">The name of the asset to add or replace.</param>
	<param name="assetValue">The asset to add or replace.</param>
	<remarks></remarks>
</member><member name="T:GdiGaming.AssetManager">
	<summary>
 Manages the game's asset folder and supplies actual assets to the AssetBank.
 </summary>
	<remarks>
	</remarks>
</member><member name="T:GdiGaming.GameBackground">
	<summary>
 Provides the basic container for game backgrounds.  Custom backgrounds can be derived from this class, however
 the provided StaticBackground and ScrollingBackground classes can suffice in many cases.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameBackgroundCollection.ToZOrderedArray">
	<summary>
 Returns a GameBackground array of this collection's contents, sorted by z-order.
 </summary>
	<returns>An array of GameBackground sorted by z-order.</returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameBackgroundCollection">
	<summary>
 Provides a collection of GameBackgrounds keyed by name which can be sorted by z-order.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObjectCollection.AddRange(System.Collections.Generic.IEnumerable{GdiGaming.GameObject})">
	<summary>
 Adds a group of GameObjects to the collection.
 </summary>
	<param name="items">The IEnumerable source of GameObjects to add.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObjectCollection.ToZOrderedArray">
	<summary>
 Returns a GameObject array of this collection's contents, sorted by z-order.
 </summary>
	<returns>An array of GameObject sorted by z-order.</returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameObjectCollection">
	<summary>
 Provides a collection of GameObjects keyed by name which can be sorted by z-order.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.HudImage">
	<summary>
 Provides a simple object to draw Sprites on the game's head's-up-display (HUD).
 By default the HudImage does not process input, but you can enable it by setting ProcessInput = True.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.HudLabel.ActualBounds">
	<summary>
 Gets the calculated on-screen rectangle bounding this label.
 </summary>
	<value></value>
	<returns>The calculated on-screen rectangle bounding this label.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.HudLabel.ActualSize">
	<summary>
 Gets the calculated size of the label based on text and rendering options.
 </summary>
	<value></value>
	<returns>The actual size of the label.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.HudLabel.ActualPosition">
	<summary>
 Gets the calculated position of the label if UseCenterPositioning is specified, otherwise gets Position.
 </summary>
	<value></value>
	<returns>The on-screen position of the label.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.HudLabel.AutoSize">
	<summary>
 Specifies whether the label should be sized automaticaly according to its text.
 </summary>
	<value></value>
	<returns>True if the label is sized automatically, otherwise false.</returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.HudLabel">
	<summary>
 Provides a text label for the game's heads-up-display (HUD).
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.ScrollingBackground.AutoScroll">
	<summary>
 Determines if the background scrolls automatically, or by manual calls to ScrollOneFrame.
 </summary>
	<value></value>
	<returns>True if the background scrolls automatically, otherwise false.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.ScrollingBackground.InvertDirection">
	<summary>
 Determines if the scroll direction is inverted.
 </summary>
	<value></value>
	<returns>True if the scroll direction is inverted, otherwise false.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.ScrollingBackground.ScrollDirection">
	<summary>
 The direction in which the background should scroll.
 </summary>
	<value></value>
	<returns>The Orientation value specifing the scroll direction.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.ScrollingBackground.ScrollSpeed">
	<summary>
 The speed, in pixels per second, at which the background should scroll.
 </summary>
	<value></value>
	<returns>A System.Single representing the speed to scroll in pixels per second.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.ScrollingBackground.ScrollOneFrame(GdiGaming.GameTime)">
	<summary>
 Scrolls the background for one frame of time.
 </summary>
	<param name="time">The GameTime instance containing the current game time.</param>
	<remarks></remarks>
</member><member name="T:GdiGaming.ScrollingBackground">
	<summary>
 Provides a scrolling, wrap-around image as a background layer for the game.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.SpriteCollection.ToZOrderedArray">
	<summary>
 Returns the contents of the collection as an array of Sprites sorted by their z-order value.
 </summary>
	<returns></returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.SpriteCollection">
	<summary>
 Provides a collection of Sprites keyed by name which can be sorted by z-order.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameEngine.GameEngineSceneCollection">
	<summary>
 Contains the collection of GameScene objects belonging to a GameEngine.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameTime.LastFrame">
	<summary>
 The fractional number of seconds elapsed during the last frame. This value is often used
 to time update logic in operations-per-second by multiplying a target value by LastFrame.
 </summary>
	<value></value>
	<returns>The fractional duration in seconds of the last frame.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameTime.SecondsElapsedTotal">
	<summary>
 The amount of real-word time which has elapsed since the GameEngine started.
 </summary>
	<value></value>
	<returns>The total number of real-world seconds elapsed.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameTime.SecondsElapsed">
	<summary>
 The amount of game-time which has elapsed since the GameEngine started.
 </summary>
	<value></value>
	<returns>The total number of game-time seconds elapsed.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameTime.StartTime">
	<summary>
 The time at which the game started.
 </summary>
	<value></value>
	<returns>The date and time when the GameEngine started.</returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameTime">
	<summary>
 Tracks and provides access to the game execution time.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.DictionaryBank`1.CanSerialize">
	<summary>
 Indicates if this instance can be serialized.
 This property returns true providing that the DictionaryBank only contains types which support serialization.
 </summary>
	<value></value>
	<returns>False if the DictionaryBank contains any type which does not support serialization; otherwise, true.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.Load(System.String)">
	<summary>
 Creates a new instance of DictionaryBank from the existing file specified.
 </summary>
	<param name="fromFile">The name and path to the file which contains the binary serialization to load.</param>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.Load(System.IO.Stream)">
	<summary>
 Creates a new instance of DictionaryBank from the IO stream provided.
 </summary>
	<param name="targetStream">The stream which contains the binary serialization to load.</param>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.IsSerializable(System.Type)">
	<summary>
 Indicates if the specified type supports serialization.
 </summary>
	<param name="objectType">The type to examine.</param>
	<returns>True if instances of this type support serialization; otherwise, false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.IsSerializable(System.Object)">
	<summary>
 Indicates if instances of objects of the specified type support serialization.
 </summary>
	<param name="objectInstance">The instance of an object whose type will be examined.</param>
	<returns>True if instances of this type support serialization; otherwise, false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.Clear``1">
	<summary>
 Clears all values of the specfied type from the DictionaryBank. This does not remove the base type dictionary.
 </summary>
	<typeparam name="TValue">The type of {TValue} whose dictionary should be cleared.</typeparam>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.ClearAll">
	<summary>
 Clears all values from all type dicitionaries in the DictionaryBank. This does not remove the base type dictionaries.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.ContainsDictionary``1">
	<summary>
 Indicates if this DictionaryBank contains a type dictionary for the type {TValue}.
 </summary>
	<typeparam name="TValue"></typeparam>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.ContainsKey``1(`0)">
	<summary>
 Indicates if the DictionaryBank contains a value of {TValue} with the given key.
 </summary>
	<typeparam name="TValue"></typeparam>
	<param name="key"></param>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.Count``1">
	<summary>
 Returns the number of items of type {TValue} contained in this DictionaryBank.
 </summary>
	<typeparam name="TValue"></typeparam>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.Count">
	<summary>
 Returns the total number of items of every type contained in this DictionaryBank.
 </summary>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.GetKeys``1">
	<summary>
 Gets all keys of the given type {TValue} contained in this DictionaryBank.
 </summary>
	<typeparam name="TValue"></typeparam>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.GetTypeList">
	<summary>
 Returns an array of Type objects containing an entry for each unique {TValue} type contained in this DictionaryBank.
 </summary>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.GetValue``1(`0)">
	<summary>
 Gets the value of the given type {TValue} for the key specified.
 If no type dictionary exists for {TValue}, or the key is not found, this method returns Nothing.
 </summary>
	<typeparam name="TValue"></typeparam>
	<param name="key"></param>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.GetValues``1">
	<summary>
 Gets all values of the given type {TValue} contained in this DictionaryBank.
 </summary>
	<typeparam name="TValue"></typeparam>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.GetValues(`0)">
	<summary>
 Gets an array of object values for all types contained in this DictionaryBank which have the specified key.
 </summary>
	<param name="key"></param>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.GetValues(`0,System.Type[])">
	<summary>
 Gets an array of object values for all types specified by the valueTypes parameter contained in this DictionaryBank which have the specified key.
 </summary>
	<param name="key"></param>
	<param name="valueTypes"></param>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.Remove``1(`0)">
	<summary>
  Removes the value for the specified key from the existing type dicitionary for {TValue}, if one exists.
 </summary>
	<typeparam name="TValue"></typeparam>
	<param name="key"></param>
	<returns>True if an item with the specified key was found in the type dictionary for {TValue}, and removed; otherwise, false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.RemoveAll">
	<summary>
 Removes all type dictionaries from the DictionaryBank and resets the CanSerialize property to true.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.RemoveDictionary``1">
	<summary>
 Removes the type dictionary for the specified type from the DictionaryBank, updates the serialization status, and returns true if successful.
 </summary>
	<typeparam name="TValue"></typeparam>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.Save(System.String)">
	<summary>
 Saves this instance of DictionaryBank to a binary data file on disk.
 </summary>
	<param name="toFile"></param>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.Save(System.IO.Stream,System.Boolean)">
	<summary>
 Writes this instance of DictionaryBank to a bindary stream.
 </summary>
	<param name="targetStream"></param>
	<param name="leaveOpen"></param>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.SetValue``1(`0,``0)">
	<summary>
 Sets the value for the specified key. If a type dicitionary for {TValue} does not exist, one will be created.
 </summary>
	<typeparam name="TValue"></typeparam>
	<param name="key"></param>
	<param name="value"></param>
	<remarks></remarks>
</member><member name="M:GdiGaming.DictionaryBank`1.Trim">
	<summary>
 Removes empty type dictionaries from the DictionaryBank and returns the number of type dictionaries removed.
 </summary>
	<returns></returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.DictionaryBank`1">
	<summary>
 Represents a collection of {TKey} keys and multiple types of {TValue} values, where distinct {TValue} types are stored in unique, internal Dictionary(Of TKey, TValue) instances.
 </summary>
	<typeparam name="TKey">The type of the keys for all {TValue} types in the DictionaryBank.</typeparam>
	<remarks>
 Then DictionaryBank automatically maintains an internal dictionary which is keyed by Type. When items are added to the DictionaryBank
 using SetValue(Of TValue)(), the DictionaryBank checks for an internal entry whose key is TValue's type. If one is found, then that
 instance of Dictionary(Of TKey, TValue) is used to add or set the key/value pair passed to the SetValue(Of TValue)() method. 
 If an internal Dictionary(Of TKey, TValue) is not found for type TValue, then one is created, added to the DictionaryBank, and then
 used to store the supplied key/value pair.  The Clear() methods will remove entries from an internal dictionary, but will not remove
 empty dictionaries themselves from the DictionaryBank. To remove internal dictionaries from the DictionaryBank entirely, use an
 overload of the Remove() method.  Use the Trim() method to remove all empty internal dictionaries from the DictionaryBank.
</remarks>
</member><member name="F:GdiGaming.Geometry.ZERO">
	<summary>
 0.0
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Geometry.ONE">
	<summary>
 1.0
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Geometry.TWO">
	<summary>
 2.0
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Geometry.HALF_CIRCLE">
	<summary>
 180 Degrees
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Geometry.FULL_CIRCLE">
	<summary>
 360 Degrees
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Geometry.RIGHT_ANGLE">
	<summary>
 90 Degrees
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Geometry.PI">
	<summary>
 The value of PI (3.1415926)
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Geometry.TWO_PI">
	<summary>
 The value of PI * 2
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Geometry.PI_SQUARED">
	<summary>
 The value of PI squared.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.#ctor">
	<summary>
 This class is sealed.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Clamp(System.Single,System.Single,System.Single)">
	<summary>
 Ensures that the specified value falls between the specified min and max values. If value
 is less than min, value becomes min; if value is greater than max, value becomes max.
 </summary>
	<param name="value">The value to clamp.</param>
	<param name="min">The minimum acceptable value.</param>
	<param name="max">The maximum acceptable value.</param>
	<returns>The clamped value.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.ConvertArrayPointFToVector2(System.Drawing.PointF[])">
	<summary>
 Converts an array of PointF to an array of Vector2.
 </summary>
	<param name="source">The PointF array to convert.</param>
	<returns>The converted array of Vector2.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.ConvertArrayVector2ToPointF(GdiGaming.Vector2[])">
	<summary>
 Converts an array of Vector2 to an array of PointF.
 </summary>
	<param name="source">The Vector2 array to convert.</param>
	<returns>The converted array of PointF.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Cos(System.Single)">
	<summary>
 Gets the Cosine of an angle specified in radians.
 </summary>
	<param name="radians">The angle in radians.</param>
	<returns>The Cosine of the angle.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.DegreesToRadians(System.Single)">
	<summary>
 Converts the specified angle from degrees to radians.
 </summary>
	<param name="degrees">The angle in degrees.</param>
	<returns>The angle in radians.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.EqualWithin(System.Single,System.Single,System.Single)">
	<summary>
 Determines if two values are equal within the specified tolerance.
 </summary>
	<param name="source">The first value to compare.</param>
	<param name="target">The second value to compare.</param>
	<param name="tolerance">The tolerance between values.</param>
	<returns>True if the two values are equal within the tolerance, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.GetCollisionVelocity(GdiGaming.Vector2,System.Single,GdiGaming.Vector2,System.Single)">
	<summary>
 Gets the resulting velocity vector after two object collide, given their velocities and mass.
 </summary>
	<param name="velocityOne">The velocity vector of the first object.</param>
	<param name="massOne">The mass of the first object.</param>
	<param name="velocityTwo">The velocity vector of the second object.</param>
	<param name="massTwo">The mass of the second object.</param>
	<returns>The velocity resulting from the collision.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.GetPolygonPoints(System.Single,System.Int32,GdiGaming.Vector2)">
	<summary>
 Returns an array of Vector2 containing the verticies of a regular polygon with the specified number of sides and radius,
 located at the specified position.
 </summary>
	<param name="radius">The radius of a circle circumscribing the regular polygon.</param>
	<param name="sides">The number of sides in the regular polygon.</param>
	<param name="position">The center position of the polygon.</param>
	<returns>The Vector2 array of polygon verticies.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.GetPolygonPoints(System.Single,System.Int32,System.Drawing.PointF)">
	<summary>
 Returns an array of PointF containing the verticies of a regular polygon with the specified number of sides and radius,
 located at the specified position.
 </summary>
	<param name="radius">The radius of a circle circumscribing the regular polygon.</param>
	<param name="sides">The number of sides in the regular polygon.</param>
	<param name="position">The center position of the polygon.</param>
	<returns>The PointF array of polygon verticies.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.IsInfinite(System.Single)">
	<summary>
 Determines if the specified value is positive or negative infinity.
 </summary>
	<param name="value">The value to check.</param>
	<returns>True if the value is infinite, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.IsInfinite(GdiGaming.Vector2)">
	<summary>
 Determines if either dimension of the specified vector is positive or negative infinity.
 </summary>
	<param name="value">The Vector2 to check.</param>
	<returns>True if the vector is infinite, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.IsRealNumber(System.Single)">
	<summary>
 Determines if the specified number is not infinity and is a real number.
 </summary>
	<param name="value">The value to check.</param>
	<returns>True if value is a real number, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Max(System.Single,System.Single)">
	<summary>
 Returns the greater of two values.
 </summary>
	<param name="value1">The first value to compare.</param>
	<param name="value2">The second value to compare.</param>
	<returns>The greater of the two values.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Min(System.Single,System.Single)">
	<summary>
 Returns the lesser of two values.
 </summary>
	<param name="value1">The first value to compare.</param>
	<param name="value2">The second value to compare.</param>
	<returns>The lesser of the two values.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Pow(System.Single,System.Int32)">
	<summary>
 Raises a value to the specified exponent.
 </summary>
	<param name="value">The value to raise.</param>
	<param name="exponent">The exponent to raise by.</param>
	<returns>The value raised to the exponent.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.RadiansToDegrees(System.Single)">
	<summary>
 Converts the specified angle from radians to degrees.
 </summary>
	<param name="radians">The angle in radians.</param>
	<returns>The angle in degrees.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Sin(System.Single)">
	<summary>
 Gets the Sine of an angle specified in radians.
 </summary>
	<param name="radians">The angle in radians.</param>
	<returns>The Sine of the angle.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Sqrt(System.Single)">
	<summary>
 Gets the square-root of the specified value.
 </summary>
	<param name="value">The value to get the square-root of.</param>
	<returns>The square-root of value.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Square(System.Single)">
	<summary>
 Squares the specified value.
 </summary>
	<param name="value">The value to square.</param>
	<returns>The square of value.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Swap(System.Single@,System.Single@)">
	<summary>
 Exchanges the value of two target System.Single values.
 </summary>
	<param name="value1">The first value to swap.</param>
	<param name="value2">The second value to swap.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.Tan(System.Single)">
	<summary>
 Gets the Tangent of an angle specified in radians.
 </summary>
	<param name="radians">The angle in radians.</param>
	<returns>The Tangent of the angle.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.WithinRange(System.Single,System.Single,System.Single)">
	<summary>
 Determines if the specified value falls between the specified min and max, inclusive.
 </summary>
	<param name="value">The value to check.</param>
	<param name="min">The minimum acceptable value, inclusive.</param>
	<param name="max">The maximum acceptable value, inclusive.</param>
	<returns>True if the value is between min and max, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Geometry.WrapAngle(System.Single)">
	<summary>
 Wraps an angle specified in radians to keep it within the circumference of a circle.
 </summary>
	<param name="radians">The amount of radians to wrap.</param>
	<returns>The wrapped angle.</returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.Geometry">
	<summary>
 Provides methods and constants to assist with mathmatic calculations and physics in game logic.
 </summary>
	<remarks>
 This class contains all of the standard methods from System.Math formatted for Single values instead of Double,
 as well as several helper-methods to assist with object movement and physics calculations.
 </remarks>
</member><member name="M:GdiGaming.Sprite.CreateNew(System.String,System.String,System.Drawing.Rectangle)">
	<summary>
 Creates a new sprite with the specified name, sprite sheet name, and frame bounds.
 </summary>
	<param name="spriteName">The name of the new sprite.</param>
	<param name="imageSource">The name of the sprite sheet image resource to use.</param>
	<param name="frame">The rectangle representing the bounds of the frame within the sprite sheet image.</param>
	<returns>A new sprite with the specified name, sprite sheet name, and frame bounds.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.Sprite.UniqueId">
	<summary>
 The sprite's globally unique identifier.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.Sprite.Name">
	<summary>
 The friendly identifier for this sprite. Sprite names must be unique within
 a given SpriteCollection.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.Sprite.SpriteSheetName">
	<summary>
 The name of the sprite sheet image asset used by this sprite.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.Sprite.FrameBounds">
	<summary>
 Gets the rectangle bounds of this sprite's frame.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.Sprite.PositionOffset">
	<summary>
 The Sprite will be drawn at this offset from it's parent GameObject's center position.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.Sprite.ZOrder">
	<summary>
 Determines the order in which the Sprite is drawn to the screen.
 Lower z-order values are drawn first, or underneath, higher z-order values.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Sprite.SetFrameBounds(System.Drawing.Rectangle)">
	<summary>
 Sets the rectangle bounds for the frame of this sprite.
 </summary>
	<param name="bounds"></param>
	<remarks></remarks>
</member><member name="T:GdiGaming.Sprite">
	<summary>
 Defines a specific image as a frame within a source image asset.
 </summary>
	<remarks>
 The most common way to display images on a GameObject is through the use of Sprites. A Sprite defines a single graphic file (Image)
 and frame bounds (Rectangle) within that image. This allows a single image file to serve as a "sprite sheet" containing multiple
 sprite images and/or multiple image frames of a single sprite. Each GameObject contains a Sprites collection. Any sprite instances
 added to this collection will be updated and rendered by the GameObject. Each Sprite should only belong to one GameObject.Sprites
 collection at a time, however, individual Sprite instances can all point to the same asset file. Sprites offer a PositionOffset
 property which allow you to arrange them on a game object, and this accounts for each object requiring a unique sprite instance. 
 There is no limit to the number of sprites which can be added to a single game object, however, performance should be considered due
 to the extra draw operations, especially if scaling or rotation are used.
 </remarks>
</member><member name="P:GdiGaming.GameObject.UniqueID">
	<summary>
 Every GameObject can be uniquely identified by this value.
 This value also serves as the object's default name.
 </summary>
	<value>A globally unique identifier.</value>
	<returns>The globally unique identifier for this GameObject.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.CollisionPadding">
	<summary>
 Specifies a specific bounding box for collision around this GameObject.
 Setting this property causes the CollisionRadius to become the smaller of
 either the width or the height of a rectangle bounding this padding divided by two.
 </summary>
	<value>A System.Windows.Forms.Padding object.</value>
	<returns>The Padding representing the collision bounding for this GameObject.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.CollisionRadius">
	<summary>
 Specifies the distance from the center of this GameObject at which collision will be detected.
 This is the preferred method of specifing collision bounds. Setting this property causes the
 CollisionPadding.All value to be set to the radius.
 </summary>
	<value>A System.Single containing the radius.</value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.Data">
	<summary>
 Provides a named collection of various values which can be saved to disk and restored if needed.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.Enabled">
	<summary>
 Determines if this GameObject is enabled within the game. Disabled GameObjects do
 not get processed or drawn to the screen.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.EnableRaisingEvents">
	<summary>
 Specifies whether or not this GameObject raises local events which can be subscribed to.
 Raising events adds additional overhead and should be used sparingly, and with fast-executing event handlers.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.HasCollision">
	<summary>
 Specifies whether or not this object responds to collision events.
 Setting this property to True forces IsCollider to be True.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.IsCollider">
	<summary>
 Specifies whether or not this object causes collision.
 Setting this property to False forces HasCollision to be False.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.IsLoaded">
	<summary>
 Specifies whether or not the OnLoaded method has executed for this GameObject.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.Name">
	<summary>
 The unique name of this GameObject. By default, this is the string representation of the GameObject.UniqueId value.  This name may be
 changed to make referring to the GameObject easier. However, any GameObjectCollection will treat names as unique keys, so it is not
 advisable to use the same name for multiple GameObjects.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.Position">
	<summary>
 The current position of this object.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.ProcessInput">
	<summary>
 Determines if this GameObject handles its OnInput method.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.Sprites">
	<summary>
 The collection of Sprite images to be drawn for this object.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.UseRectangleCollider">
	<summary>
 Determines if collision is calculated based on a bounding rectangle, or circle.  The circle collision is
 the most efficient so this property is set to False by default.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.Visible">
	<summary>
 Determines if this GameObject is drawn to the screen. An invisible GameObject can still process input
 and updates, but it will not receive a call to OnDraw.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameObject.ZOrder">
	<summary>
 The order in which the object is drawn to the screen. Lower z-order objects are drawn first, with
 higher z-order objects drawn on top. You may specificy negative values to push objects back.
 Note that z-orders are calculated within the object's local container level; that is, all backgrounds
 are sorted by z-order, and then objects are sorted by their z-order and drawn, with HUD elements sorted
 and drawn last.  So a Background with ZOrder = 0 will always be under a HUD element with ZOrder = 0.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObject.GetCircleCollider">
	<summary>
 Returns as Circle bounding this object at its current position.
 </summary>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObject.GetRectangleCollider">
	<summary>
 Returns a Rectangle bounding this object at its current position.
 </summary>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObject.OnCollision(GdiGaming.CollisionEventArgs)">
	<summary>
 This method is called by the GameEngine when this object collides with another GameObject.
 </summary>
	<param name="e">A GameEngineEventArgs instance containing a reference to the GameEngine and GameTime, as well as information about the collision.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObject.OnDraw(GdiGaming.DrawEventArgs)">
	<summary>
 This method is called by the GameEngine once per frame when the object is drawn to the screen.
 The default implementation draws each Sprite in this GameObject to the screen.
 </summary>
	<param name="e">A GameEngineEventArgs instance containing a reference to the GameEngine and GameTime, as well as the Graphics object to draw with.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObject.OnLoad(GdiGaming.GameEngineEventArgs)">
	<summary>
 This method is called by the GameEngine the first time the object is accessed each frame, if the IsLoaded property equals false.
 </summary>
	<param name="e">A GameEngineEventArgs instance containing a reference to the GameEngine and GameTime.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObject.OnInput(GdiGaming.GameEngineEventArgs)">
	<summary>
 This method is called by the GameEngine once per frame at the beginning of each engine iteration, if
 the ProcessInput property is true on this object.
 </summary>
	<param name="e">A GameEngineEventArgs instance containing a reference to the GameEngine and GameTime.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObject.OnMouseDown(GdiGaming.GameEngineEventArgs)">
	<summary>
 This method is called by the GameEngine once per frame if a mousedown event was detected.
 </summary>
	<param name="e">A GameEngineEventArgs instance containing a reference to the GameEngine and GameTime.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObject.OnMouseUp(GdiGaming.GameEngineEventArgs)">
	<summary>
 This method is called by the GameEngine once per frame if a mouseup event was detected.
 </summary>
	<param name="e">A GameEngineEventArgs instance containing a reference to the GameEngine and GameTime.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameObject.OnUpdate(GdiGaming.GameEngineEventArgs)">
	<summary>
 This method is called by the GameEngine once per frame to allow this GameObject to execute its AI logic.
 The default implementation updates all Sprites in this GameObject.
 </summary>
	<param name="e">A GameEngineEventArgs instance containing a reference to the GameEngine and GameTime.</param>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameObject">
	<summary>
 Provides the basic container for all game elements.  Each game will define classes which inherit
 from GameObject to create the various characters and objects in the game, as well as control objects
 such as engine state machines.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.KeyboardStateInfo.Item(System.Windows.Forms.Keys)">
	<summary>
 Gets the pressed-state for the specified keyboard key.
 </summary>
	<param name="key">The keyboard key whose state should be returned.</param>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.KeyboardStateInfo">
	<summary>
 Tracks the state of each key on the keyboard.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.AnimatedSprite.AnimationRate">
	<summary>
 Specifies the amount of time that it takes to complete one cycle of this animation.
 For example, if there are 4 frames and AnimationRate = 1.0 then each frame is displayed
 for 1/4 of a second.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.AnimatedSprite.FrameIndex">
	<summary>
 Gets or sets the current frame index for this animation. The current frame
 is the one which will be drawn on the next game loop iteration.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.AnimatedSprite.FrameBounds">
	<summary>
 Gets the Rectangle bounds of the current frame.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.AnimatedSprite.Frames">
	<summary>
 The list of frame bounds (Rectangles) which make up this animation.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.AnimatedSprite.SetFrameBounds(System.Drawing.Rectangle)">
	<summary>
 This method is not implemented on an AnimatedSprite and throws a NotImplementedExcpetion.
 Add rectangles to the Frames collection instead.
 </summary>
	<param name="bounds"></param>
	<remarks></remarks>
</member><member name="M:GdiGaming.AnimatedSprite.AddFramesHV(System.Int32,System.Int32,System.Single,System.Single,System.Int32,System.Int32)">
	<summary>
 Adds multiple rectangles to the Frames collection using a grid pattern moving across columns and then down rows.
 </summary>
	<param name="rowCount">The number of rows of frames in the image.</param>
	<param name="columnCount">The number of columns of frames in the image.</param>
	<param name="frameWidth">The width of each frame rectangle.</param>
	<param name="frameHeight">The height of each frame rectangle.</param>
	<param name="skipRows">The number of rows to skip before capturing frames.</param>
	<param name="skipColumns">The number of columns to skip before capturing frames.</param>
	<remarks>
 Use this method to quickly add multiple frames for an animation when the animation's image contains equally sized
 frames, arranged in a grid pattern. This method will add frames from left to right and then top to bottom.
 </remarks>
</member><member name="M:GdiGaming.AnimatedSprite.AddFramesVH(System.Int32,System.Int32,System.Single,System.Single,System.Int32,System.Int32)">
	<summary>
 Adds multiple rectangles to the Frames collection using a grid pattern moving down rows and then across columns.
 </summary>
	<param name="rowCount">The number of rows of frames in the image.</param>
	<param name="columnCount">The number of columns of frames in the image.</param>
	<param name="frameWidth">The width of each frame rectangle.</param>
	<param name="frameHeight">The height of each frame rectangle.</param>
	<param name="skipRows">The number of rows to skip before capturing frames.</param>
	<param name="skipColumns">The number of columns to skip before capturing frames.</param>
	<remarks>
 Use this method to quickly add multiple frames for an animation when the animation's image contains equally sized
 frames, arranged in a grid pattern. This method will add frames from top to bottom and then left to right.
 </remarks>
</member><member name="T:GdiGaming.AnimatedSprite">
	<summary>
 Defines an animation as a series of frames within a source image asset.
 </summary>
	<remarks>
 The AnimatedSprite class is a sprite with multiple Frames. The Frames collection should have each frame added in order of animation sequence. 
 The AnimationRate property can be used to determine how long it takes to play one complete cycle of the animation. In the example below, the 
 four frames of animation take 1/4 of a second to complete, therefore the animation is playing at 16 frames per second.
 </remarks>
</member><member name="E:GdiGaming.GameScene.Draw">
	<summary>
 Occurs once per frame after the GameEngine has drawn the scene.
 </summary>
	<remarks></remarks>
</member><member name="E:GdiGaming.GameScene.Load">
	<summary>
 Occurs when the GameScene is loaded.
 </summary>
	<remarks></remarks>
</member><member name="E:GdiGaming.GameScene.PreHudDraw">
	<summary>
 Occurs once per frame after the GameEngine as drawn all backgrounds and objects
 in the scene, but before any HUD elements are drawn.
 </summary>
	<remarks></remarks>
</member><member name="E:GdiGaming.GameScene.Update">
	<summary>
 Occurs once per frame before any drawing occurs.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameScene.Backgrounds">
	<summary>
 Contains all of the background objects used by this scene.  All enabled backgrounds will be updated and
 all visible backgrounds will be drawn.
 </summary>
	<value></value>
	<returns>The list of GameBackgrounds owned by this scene.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameScene.HudLayers">
	<summary>
 Contains each of the HUD layers used by this scene.  All visible layers will be updated and drawn.
 </summary>
	<value></value>
	<returns>The list of HudLayers owned by this scene.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameScene.Objects">
	<summary>
 Contains all of the active GameObjects in use by this scene. All enabled objects will be updated and
 all visible objects will be drawn on each frame by the GameEngine.
 </summary>
	<value></value>
	<returns>The list of GameObjects owned by this scene.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameScene.EnableRaisingEvents">
	<summary>
 Specifies whether or not this scene raises is game logic related events during execution of the game loop.
 </summary>
	<value></value>
	<returns>True if the scene should raise its events, otherwise false.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameScene.Engine">
	<summary>
 Gets the active game engine responsible for this scene.
 </summary>
	<value></value>
	<returns>The GameEngine instance which owns this scene.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameScene.IsLoaded">
	<summary>
 Determines if the OnLoad method has executed for this scene.
 </summary>
	<value></value>
	<returns>True of the scene is loaded, otherwise false.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameScene.Name">
	<summary>
 Gets the distinct name of this scene.  Each scene in a game must have
 a unique name.
 </summary>
	<value></value>
	<returns>The unique name of this GameScene.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameScene.GetAudioAsset(System.String)">
	<summary>
 Gets the file path to an audio asset with the specified assetName.
 </summary>
	<param name="assetName">The name of the audio asset whose URI should be returned.</param>
	<returns>The URI containing the file path to the specified audio asset if found, otherwise Nothing (Null).</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameScene.GetImageAsset(System.String)">
	<summary>
 Gets the Bitmap instance for an image asset with the specified assetName.
 </summary>
	<param name="assetName">The name of the image asset Bitmap to return.</param>
	<returns>The Image represented by this Asset name if found, otherwise Nothing (Null).</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameScene.GetSceneBackgrounds">
	<summary>
 Gets an array of all background objects sorted by their z-order.
 </summary>
	<returns>An array of GameBackground sorted by z-order.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameScene.GetSceneObjects">
	<summary>
 Gets an array of all game objects sorted by their z-order.
 </summary>
	<returns>An array of GameObject sorted by z-order.</returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameScene">
	<summary>
 Provides the primary container for related game assets and objects.
 Inherit from GameScene to create the individual levels and game screens for your game.
 </summary>
	<remarks>
 The GameScene is a conceptual container for related game elements. There are various ways to implement the use of scenes,
 with a common pattern being the use of individual scenes for the title screen, main game screen, and main menu screen.
 </remarks>
</member><member name="T:GdiGaming.GdiShape">
	<summary>
 Provides a GameObject whose image is a rendered GDI Path.  A GdiShape can be easily set to a regular polygon, or to
 any polygon defined by an array of PointF structures.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.StaticBackground">
	<summary>
 Provides a stationary image as a background layer for the game.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.CollisionEventArgs.CollisionObject">
	<summary>
 The other object colliding with the reciever of these EventArgs.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.CollisionEventArgs">
	<summary>
 Contains a reference to the GameEngine, GameTime and collision data used by calls to OnCollision.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.DrawEventArgs.PaintEventArgs">
	<summary>
 The PaintEventArgs for the current draw buffer.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.DrawEventArgs">
	<summary>
 Contains a reference to the GameEngine, GameTime and PaintEventArgs used by calls to OnDraw.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.AudioPlayer.IsLoop">
	<summary>
 Determines if this audio file plays in a loop until stopped.
 </summary>
	<value></value>
	<returns>True if the sound is being played in a loop, otherwise false.</returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.AudioPlayer">
	<summary>
 Provides access to a Windows MediaPlayer instance to play a single audio asset.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameInput.CurrentKeyboardState">
	<summary>
 Provides access to the state of the keyboard during this frame.
 </summary>
	<value></value>
	<returns>The state of the keyboard during this frame.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameInput.PreviousKeyboardState">
	<summary>
 Provides access to the state of the keyboard during the previous frame.
 </summary>
	<value></value>
	<returns>The state of the keyboard during the previous frame.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameInput.CurrentMouseState">
	<summary>
 Provides access to the state of the mouse during this frame.
 </summary>
	<value></value>
	<returns>The state of the mouse during this frame.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameInput.PreviousMouseState">
	<summary>
 Provides access to the state of the mouse during the previous frame.
 </summary>
	<value></value>
	<returns>The state of the mouse during the previous frame.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameInput.DidMouseMove">
	<summary>
 Determines if the mouse position has changed since the last frame.
 </summary>
	<returns>True if the mouse position has changed, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameInput.GetMouseLocation">
	<summary>
 Gets the current mouse position.
 </summary>
	<returns>The current mouse position.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameInput.IsMouseButtonDown(System.Windows.Forms.MouseButtons)">
	<summary>
 Determines if the specified mouse button is currently pressed.
 </summary>
	<param name="button">The mouse button to check.</param>
	<returns>True if the specified button is down, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameInput.IsMouseButtonUp(System.Windows.Forms.MouseButtons)">
	<summary>
 Determines if the specified mouse button is currently released.
 </summary>
	<param name="button">The mouse button to check.</param>
	<returns>True if the specified button is up, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameInput.WasMouseButtonPressed(System.Windows.Forms.MouseButtons)">
	<summary>
 Determines if the specified mouse button was pressed and released.
 </summary>
	<param name="button">The mouse button to check.</param>
	<returns>True if the specified button was pressed, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameInput.IsKeyDown(System.Windows.Forms.Keys)">
	<summary>
 Determines if the specified key is currently pressed.
 </summary>
	<param name="key">The key to check.</param>
	<returns>True if the specified key is down, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameInput.IsKeyUp(System.Windows.Forms.Keys)">
	<summary>
 Determines if the specified key is currently released.
 </summary>
	<param name="key">The key to check.</param>
	<returns>True if the specified key is up, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameInput.WasKeyPressed(System.Windows.Forms.Keys)">
	<summary>
 Determines if the specified key was pressed and released.
 </summary>
	<param name="key">The key to check.</param>
	<returns>True if the specified key was pressed, otherwise false.</returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameInput">
	<summary>
 Tracks and provides access to the mouse and keyboard input for the game.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.GameEngineEventArgs.Engine">
	<summary>
 The active game engine.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.GameEngineEventArgs.Time">
	<summary>
 The current game time.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameEngineEventArgs">
	<summary>
 Contains a reference to the GameEngine and GameTime used by calls to OnInput, OnLoad, OnUpdate, OnMouseDown, and OnMouseUp.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameAudio.IsPaused">
	<summary>
 Indicates if all playing audio has been paused.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.GameAudio.MaximumAudioPlayers">
	<summary>
 The maximum number of simultaneous sounds. Each playing sound requires an instance of Media Player,
 so this property is used to throttle the total number of sounds playing at one time.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameAudio.#ctor(GdiGaming.GameEngine)">
	<summary>
 Creates a new instance of GameAudio to service the specified GameEngine.
 </summary>
	<param name="engine">The GameEngine to service.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameAudio.GetPlayer(System.Guid)">
	<summary>
 Returns the AudioPlayer with the specified playerId if it is loaded, otherwise returns nothing (null).
 </summary>
	<param name="playerId">The Guid of the AudioPlayer to return.</param>
	<returns>The AudioPlayer with the specified playerId if loaded, otherwise Nothing (Null).</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameAudio.PauseAll">
	<summary>
 Pauses all playing audio.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameAudio.Play(System.String,System.Boolean)">
	<summary>
 Plays an audio asset, specifing whether or not to play in a loop and returns the Id of the AudioPlayer which will be used.
 </summary>
	<param name="assetName">The name of the audio asset to play.</param>
	<param name="isLoop">True to play the asset as a continuous loop, otherwise false to play the sound until it ends.</param>
	<returns>The playerId of the AudioPlayer that will be used to play this sound.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameAudio.IsLoaded(System.Guid)">
	<summary>
 Returns true if the asset has been dequeued and its player is loaded.
 This value will continue to return true after a sound effect has finished playing,
 until the AudioPlayer is reused by another sound.
 </summary>
	<param name="playerId">The Guid of the AudioPlayer to look for.</param>
	<returns>True if the AudioPlayer is loaded, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameAudio.IsPlaying(System.Guid)">
	<summary>
 Returns true if the specified AudioPlayer is loaded and currently playing.
 </summary>
	<param name="playerId">The Guid of the AudioPlayer to check.</param>
	<returns>True if the AudioPlayer is loaded and player, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameAudio.ResumeAll">
	<summary>
 Resumes playing of all paused AudioPlayers.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameAudio.Stop(System.Guid)">
	<summary>
 Stops playback on the AudioPlayer specified.
 </summary>
	<param name="playerId">The Guid playerId of the AudioPlayer to stop.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.GameAudio.StopAll">
	<summary>
 Stops playback on all AudioPlayers
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameAudio">
	<summary>
 Provides access to the audio engine and tracks playing audio files.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.My.Resources.Resources.ResourceManager">
	<summary>
  Returns the cached ResourceManager instance used by this class.
</summary>
</member><member name="P:GdiGaming.My.Resources.Resources.Culture">
	<summary>
  Overrides the current thread's CurrentUICulture property for all
  resource lookups using this strongly typed resource class.
</summary>
</member><member name="T:GdiGaming.My.Resources.Resources">
	<summary>
  A strongly-typed resource class, for looking up localized strings, etc.
</summary>
</member><member name="M:GdiGaming.RenderCanvas.GetDrawBuffer">
	<summary>
 Gets the current buffer image to use for drawing the next frame.
 </summary>
	<returns>The bitmap on which to draw the next frame.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.RenderCanvas.GetDisplayBuffer">
	<summary>
 Gets the current buffer image being drawn to the screen for the current frame.
 </summary>
	<returns>The bitmap to draw to the screen for the current frame.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.RenderCanvas.UpdateFrame">
	<summary>
 Updates the game display by swapping buffers and drawing the new display buffer.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.RenderCanvas">
	<summary>
 The primary GdiGaming API control responsible for drawing the game and monitoring input.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.GameEngineState.Stopped">
	<summary>
 The game engine is stopped.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.GameEngineState.Started">
	<summary>
 The game engine is started and active.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.GameEngineState.Paused">
	<summary>
 The game engine is started but inactive.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.GameEngineState">
	<summary>
 Defines the possible states of operation for the GameEngine.
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.Circle.Intersects(GdiGaming.Circle,GdiGaming.Circle)">
	<summary>
 Determines if two circles intersect.
 </summary>
	<param name="source">The first circle.</param>
	<param name="target">The second circle.</param>
	<returns></returns>
	<remarks></remarks>
</member><member name="F:GdiGaming.Circle.Origin">
	<summary>
 The center position of the circle.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Circle.Radius">
	<summary>
 The distance from the center of the circle to the edge.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.Circle.Bounds">
	<summary>
 Gets a rectangle which bounds this circle.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.Circle.Diameter">
	<summary>
 The distance across the center of this circle.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Circle.GetLocalPath">
	<summary>
 Gets a graphics path object for this circle located at 0,0
 </summary>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Circle.GetWorldPath">
	<summary>
 Gets a graphics path object for this circle at its present location in world space.
 </summary>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Circle.IntersectsWith(GdiGaming.Circle)">
	<summary>
 Determines if this circle intersects with a target circle.
 </summary>
	<param name="target"></param>
	<returns></returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.Circle">
	<summary>
 Defines a simple circle structure with an origin (center) and radius.
 </summary>
	<remarks></remarks>
</member><member name="T:GdiGaming.HudLayer">
	<summary>
 Provides a container for various HUD elements which maintains its own z-order and can be enabled/disabled through its Visible property.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.MouseStateInfo.Item(System.Windows.Forms.MouseButtons)">
	<summary>
 Gets the value of pressed-state for the specified MouseButton.
 </summary>
	<param name="button">The MouseButton whose state should be returned.</param>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.MouseStateInfo.MouseLocation">
	<summary>
 Returns the current mouse pointer location.
 </summary>
	<value></value>
	<returns></returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.MouseStateInfo.SetButton(System.Windows.Forms.MouseButtons,System.Boolean)">
	<summary>
 Sets the pressed-state for the specified MouseButton.
 </summary>
	<param name="button">The MouseButton whose state should be set.</param>
	<param name="value">The pressed-state of the specified MouseButton.</param>
	<remarks></remarks>
</member><member name="M:GdiGaming.MouseStateInfo.SetLocation(System.Drawing.Point)">
	<summary>
 Sets the current mouse pointer location.
 </summary>
	<param name="toValue"></param>
	<remarks></remarks>
</member><member name="T:GdiGaming.MouseStateInfo">
	<summary>
 Tracks the state of each button on the mouse as well as the mouse position.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Vector2.Empty">
	<summary>
 An empty Vector2 (0,0).
 </summary>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.AreVectorsCollinear(GdiGaming.Vector2,GdiGaming.Vector2,GdiGaming.Vector2,System.Single)">
	<summary>
 Determines if the area of the three parameter vectors is within the tolerance specified.
 </summary>
	<param name="vectorA">The first point of the area to measure.</param>
	<param name="vectorB">The second point of the area to measure.</param>
	<param name="vectorC">The third point of the area to measure.</param>
	<param name="tolerance">The +/- tolerance allowable for the measured area.</param>
	<returns>True if the vectors are collinear, otherwise false.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.GetAngleTo(GdiGaming.Vector2,GdiGaming.Vector2)">
	<summary>
 Determines the angle in degrees between two vectors.
 </summary>
	<param name="source">The source vector to measure from.</param>
	<param name="target">The target vector to measure to.</param>
	<returns>The angle from source to target.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.GetArea(GdiGaming.Vector2,GdiGaming.Vector2,GdiGaming.Vector2)">
	<summary>
 Gets the area specified by three points.
 </summary>
	<param name="vectorA">The first point of the area to measure.</param>
	<param name="vectorB">The second point of the area to measure.</param>
	<param name="vectorC">The third point of the area to measure.</param>
	<returns>The area of the three vectors.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.GetCrossProduct(GdiGaming.Vector2,GdiGaming.Vector2)">
	<summary>
 Gets the cross product of two vectors (source.x * target.y - source.y * target.x).
 </summary>
	<param name="source">The first vector.</param>
	<param name="target">The second vector.</param>
	<returns>The cross product of the two vectors.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.GetDistance(GdiGaming.Vector2,GdiGaming.Vector2)">
	<summary>
 Calculates the distance between two vectors. This value is always positive.
 </summary>
	<param name="source">The source vector to measure from.</param>
	<param name="target">The target vector to measure to.</param>
	<returns>The distance between the two vectors.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.GetDotProduct(GdiGaming.Vector2,GdiGaming.Vector2)">
	<summary>
 Gets the dot product of two vectors (source.x * target.x + source.y * target.y).
 </summary>
	<param name="source">The first vector.</param>
	<param name="target">The second vector.</param>
	<returns>The dot-product of the two vectors.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.GetMagnitude(GdiGaming.Vector2)">
	<summary>
 Gets the magnitude of a vector (sqrt[x^2 + y^2]).
 </summary>
	<param name="source">The vector to measure.</param>
	<returns>The magnitude of the vector.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.GetNormalized(GdiGaming.Vector2)">
	<summary>
 Gets the normalized version of a vector (x/magnitude, y/magnitude).
 </summary>
	<param name="source">The vector to normalize.</param>
	<returns>The normalized vector.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.GetRadiansTo(GdiGaming.Vector2,GdiGaming.Vector2)">
	<summary>
 Determines the angle in radians between two vectors.
 </summary>
	<param name="source">The source vector to measure from.</param>
	<param name="target">The target vector to measure to.</param>
	<returns>The angle, in radians, between the two vectors.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.GetVectorToward(GdiGaming.Vector2,GdiGaming.Vector2,System.Single)">
	<summary>
 Calculates a vector which is the specified distance from source to target, at the angle between source and target.
 Set an object's position to the result of this method to move that object toward (positive distance) or
 away from (negative distance) another target object.
 </summary>
	<param name="source">The source vector to calculate from.</param>
	<param name="target">The destination vector to calculate toward.</param>
	<param name="distance">The distance to calculate. Use positive values to move toward target and negative to move away from target.</param>
	<returns>The Vector2 which is the specified distance toward or away from the target.</returns>
	<remarks></remarks>
</member><member name="F:GdiGaming.Vector2.X">
	<summary>
 The X component value of this vector.
 </summary>
	<remarks></remarks>
</member><member name="F:GdiGaming.Vector2.Y">
	<summary>
 The Y component value of this vector.
 </summary>
	<remarks></remarks>
</member><member name="P:GdiGaming.Vector2.Horizontal">
	<summary>
 The horizontal or x-axis component of the vector.
 </summary>
	<value>Sets the horizontal or x-axis component of the vector.</value>
	<returns>Gets the horizontal or x-axis component of the vector.</returns>
	<remarks></remarks>
</member><member name="P:GdiGaming.Vector2.Vertical">
	<summary>
 The vertical or y-axis component of the vector.
 </summary>
	<value>Sets the vertical or y-axis component of the vector.</value>
	<returns>Gets the vertical or y-axis component of the vector.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.DistanceTo(GdiGaming.Vector2)">
	<summary>
 Gets the distance to a target vector.
 </summary>
	<param name="target">The target to measure the distance to.</param>
	<returns>The distance from this vector to the target.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.AngleTo(GdiGaming.Vector2)">
	<summary>
 Gets the angle in degrees between this vector and a target.
 </summary>
	<param name="target">The target vector to measure the angle between.</param>
	<returns>The angle between this vector and the target.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.RadiansTo(GdiGaming.Vector2)">
	<summary>
 Gets the angle in radians between this vector and a target.
 </summary>
	<param name="target">The garget vector to measure the angle between.</param>
	<returns>The angle between this vector and the target.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.VectorToward(GdiGaming.Vector2,System.Single)">
	<summary>
 Gets a vector which is the specified distance from this vector, at an angle toward the target (or away from the target with negative values for distance).
 </summary>
	<param name="target">The target vector to calculate toward.</param>
	<param name="distance">The distance to move toward the target. Use a negative value to move away from the target.</param>
	<returns>A vector which is the specified distance toward the target.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.Magnitude">
	<summary>
 Gets the magnitude of this vector.
 </summary>
	<returns>This vector's magnitude.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.Normalize">
	<summary>
 Gets the normalized version of this vector.
 </summary>
	<returns>The normalization of this vector.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.ToPoint">
	<summary>
 Converts this vector to a Point structure.
 </summary>
	<returns>A System.Point representing this vector.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.ToPointF">
	<summary>
 Converts this vector to a PointF structure.
 </summary>
	<returns>A System.PointF representing this vector.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.ToString">
	<summary>
 Returns the string representation of this vector in the format [X=n.nn/Y=n.nn]
 </summary>
	<returns>The string representation of this vector.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.ToString(System.String)">
	<summary>
 Returns the string representation of this vector using the supplied string format,
 where {0} is supplied with the X field value and {1} is supplied with the Y field value.
 </summary>
	<param name="format">The format string to use ({0}=X, {1}=Y).</param>
	<returns>The formatted string representation of this vector.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.CompareTo(GdiGaming.Vector2)">
	<summary>
 Compares the magnitude of this vector to another vector.
 </summary>
	<param name="other">The vector to compare to.</param>
	<returns>The difference in magnitude between vectors.</returns>
	<remarks></remarks>
</member><member name="M:GdiGaming.Vector2.CompareTo(System.Object)">
	<summary>
 Compares this vector to the target object using magnitude comparison if the target is a vector, and
 converting Point and PointF to vectors. Any non-vector comparison returns -1.
 </summary>
	<param name="obj">The object to compare to</param>
	<returns>The difference in magnitude between vectors if obj is Vector2, Point or PointF, otherwise -1.</returns>
	<remarks></remarks>
</member><member name="T:GdiGaming.Vector2">
	<summary>
 Defines a two-dimensional vector with X,Y coordinates and provides a variety of helper methods.
 </summary>
	<remarks></remarks>
</member>
</members>
</doc>